• Title/Summary/Keyword: 얼굴표정

Search Result 518, Processing Time 0.027 seconds

Development of the Hippocampal Learning Algorithm Using Associate Memory and Modulator of Neural Weight (연상기억과 뉴런 연결강도 모듈레이터를 이용한 해마 학습 알고리즘 개발)

  • Oh Sun-Moon;Kang Dae-Seong
    • Journal of the Institute of Electronics Engineers of Korea SP
    • /
    • v.43 no.4 s.310
    • /
    • pp.37-45
    • /
    • 2006
  • In this paper, we propose the development of MHLA(Modulatory Hippocampus Learning Algorithm) which remodel a principle of brain of hippocampus. Hippocampus takes charge auto-associative memory and controlling functions of long-term or short-term memory strengthening. We organize auto-associative memory based 3 steps system(DG, CA3, CAl) and improve speed of learning by addition of modulator to long-term memory learning. In hippocampal system, according to the 3 steps order, information applies statistical deviation on Dentate Gyrus region and is labelled to responsive pattern by adjustment of a good impression. In CA3 region, pattern is reorganized by auto-associative memory. In CAI region, convergence of connection weight which is used long-term memory is learned fast by neural networks which is applied modulator. To measure performance of MHLA, PCA(Principal Component Analysis) is applied to face images which are classified by pose, expression and picture quality. Next, we calculate feature vectors and learn by MHLA. Finally, we confirm cognitive rate. The results of experiments, we can compare a proposed method of other methods, and we can confirm that the proposed method is superior to the existing method.

A Study on the RFID Biometrics System Based on Hippocampal Learning Algorithm Using NMF and LDA Mixture Feature Extraction (NMF와 LDA 혼합 특징추출을 이용한 해마 학습기반 RFID 생체 인증 시스템에 관한 연구)

  • Oh Sun-Moon;Kang Dae-Seong
    • Journal of the Institute of Electronics Engineers of Korea SP
    • /
    • v.43 no.4 s.310
    • /
    • pp.46-54
    • /
    • 2006
  • Recently, the important of a personal identification is increasing according to expansion using each on-line commercial transaction and personal ID-card. Although a personal ID-card embedded RFID(Radio Frequency Identification) tag is gradually increased, the way for a person's identification is deficiency. So we need automatic methods. Because RFID tag is vary small storage capacity of memory, it needs effective feature extraction method to store personal biometrics information. We need new recognition method to compare each feature. In this paper, we studied the face verification system using Hippocampal neuron modeling algorithm which can remodel the hippocampal neuron as a principle of a man's brain in engineering, then it can learn the feature vector of the face images very fast. and construct the optimized feature each image. The system is composed of two parts mainly. One is feature extraction using NMF(Non-negative Matrix Factorization) and LDA(Linear Discriminants Analysis) mixture algorithm and the other is hippocampal neuron modeling and recognition simulation experiments confirm the each recognition rate, that are face changes, pose changes and low-level quality image. The results of experiments, we can compare a feature extraction and learning method proposed in this paper of any other methods, and we can confirm that the proposed method is superior to the existing method.

A Study on the Visual Expression of the Characters for the Narrative in Animation - A Focus on Skeleton Character in "Coco(2017)" by Pixar - (장편 애니메이션 내러티브를 위한 캐릭터의 시각적 표현에 관한 연구 -픽사(PIXAR) "코코(2017)"의 해골 캐릭터를 중심으로-)

  • Kim, Soong-Hyun
    • Journal of Digital Convergence
    • /
    • v.17 no.12
    • /
    • pp.451-459
    • /
    • 2019
  • This study is aims to examine how the skeleton character in Pixar's Animation is visualized for the narrative of the film and suggests the direction of attractive character development corresponding to the story. First of all, it was conducted the case studies on the narrative of animation, character design, character's emotion expression, and animations featuring skeleton character. Based on this study, it was derived the visual representation of the skeleton character featuring in and analyzed the role and function in the animation. As a result, the expressions by the skeleton's eyes, eyebrows, mouth, lips, and jaw played the most important role for the emotional expression and lines in , and the major characteristic for human facial expression was reflected in the design of the skeleton character. In addition, the various props were used to provide the detailed informations of the skeleton's character, and it was expressed the movement emphasizing its essential attribute. Finally, the skeleton's symbolic image was strengthened by composing and arranging the skeleton's image through Mise en scene. It is expected that this study will be used as a reference for the animation character related researchers and practitioners in the business and it helps develop attractive characters fir the narrative animation in the future.

Pupil Data Measurement and Social Emotion Inference Technology by using Smart Glasses (스마트 글래스를 활용한 동공 데이터 수집과 사회 감성 추정 기술)

  • Lee, Dong Won;Mun, Sungchul;Park, Sangin;Kim, Hwan-jin;Whang, Mincheol
    • Journal of Broadcast Engineering
    • /
    • v.25 no.6
    • /
    • pp.973-979
    • /
    • 2020
  • This study aims to objectively and quantitatively determine the social emotion of empathy by collecting pupillary response. 52 subjects (26 men and 26 women) voluntarily participated in the experiment. After the measurement of the reference of 30 seconds, the experiment was divided into the task of imitation and spontaneously self-expression. The two subjects were interacted through facial expressions, and the pupil images were recorded. The pupil data was processed through binarization and circular edge detection algorithm, and outlier detection and removal technique was used to reject eye-blinking. The pupil size according to the empathy was confirmed for statistical significance with test of normality and independent sample t-test. Statistical analysis results, the pupil size was significantly different between empathy (M ± SD = 0.050 ± 1.817)) and non-empathy (M ± SD = 1.659 ± 1.514) condition (t(92) = -4.629, p = 0.000). The rule of empathy according to the pupil size was defined through discriminant analysis, and the rule was verified (Estimation accuracy: 75%) new 12 subjects (6 men and 6 women, mean age ± SD = 22.84 ± 1.57 years). The method proposed in this study is non-contact camera technology and is expected to be utilized in various virtual reality with smart glasses.

A Study on the Sketch of Trikaya Banner Painting in the Suta-sa Temple (수타사 삼신불괘불도(三身佛掛佛圖) 초본(草本) 연구)

  • Kim, Chang Kyun
    • Korean Journal of Heritage: History & Science
    • /
    • v.42 no.4
    • /
    • pp.112-131
    • /
    • 2009
  • The Trikaya Banner Painting in the Suta-sa Temple at Hongcheon-gun, Gangwon-do draws attention as it was painted not on flax but on paper, and used the water color painting technique on the sketch rather than the deep color painting technique, which is most common in Buddhist paintings created during the Chosun Dynasty. Nevertheless, there is not any information on the creation of the Trikaya Banner Painting in the painting record on the painting, in Sutasasajeok(壽陀寺史蹟), or in Sutasagogirok(壽陀寺古記錄), so it is uncertain when the painting was created. Furthermore, because it was not drawn by the deep color painting technique, it has been difficult to compare it with other banner paintings. For these reasons, the Trikaya Banner Painting has been studied little except brief introduction. In recent preservation treatment that removed multiple-layered paper from the back of the painting, however, an inked inscription written on Korean paper 118cm high and 87.5cm wide was discovered on the back. It is a kind of placard notifying a number of acts prohibited in order to follow Buddha's teachings correctly, and was found to have been written on April 15, 1690. The inked inscription is a very valuable material for estimating the creation date of the Suta-sa Trikaya Banner Painting, and provides crucial clues for approaching the contents and nature of the painting more precisely. When the image, form, and style of the Suta-sa Trikaya Banner Painting were examined and its creation date was estimated based on the inked inscription, first, the painting is presumed to have been created in around 1690 as suggested by 'the placard' attached on the back instead of a painting record. Second, the painting is highly likely to be the first standing Trikaya banner painting showing the basic icons of Trikaya banner paintings in the Chosun Dynasty since the Trikaya Banner Painting in the Gap-sa Temple in Gongju (1650). Furthermore, considering the shape of the Trikaya in the painting, screen composition, background treatment, solemn and affectionate facial expression, harmonious and adequate body proportion, etc., the painting is believed to have had a considerable influence not only on Trikaya banner paintings of similar style in the 18thcentury but also on deep-color Trikaya banner paintings in the 19thcentury. Third, although the Suta-sa Trikaya Banner Painting is not acompleted work but a sketch, it exhibits the typical water color painting technique in which the strokes are clearly visible. Thus, it is considered highly valuable in understanding and analyzing stroke styles and in studying the history of Buddhist paintings. As there are not many extant banner paintings of the same style in form and expression technique as the Suta-sa Temple Trikaya Banner Painting, this study could not make thorough comparative analysis of the work, but still it is meaningful in that it laid the ground for research on standing Trikaya banner paintings in the 18thand 19thcenturies in the Chosun Dynasty.

The Audience Behavior-based Emotion Prediction Model for Personalized Service (고객 맞춤형 서비스를 위한 관객 행동 기반 감정예측모형)

  • Ryoo, Eun Chung;Ahn, Hyunchul;Kim, Jae Kyeong
    • Journal of Intelligence and Information Systems
    • /
    • v.19 no.2
    • /
    • pp.73-85
    • /
    • 2013
  • Nowadays, in today's information society, the importance of the knowledge service using the information to creative value is getting higher day by day. In addition, depending on the development of IT technology, it is ease to collect and use information. Also, many companies actively use customer information to marketing in a variety of industries. Into the 21st century, companies have been actively using the culture arts to manage corporate image and marketing closely linked to their commercial interests. But, it is difficult that companies attract or maintain consumer's interest through their technology. For that reason, it is trend to perform cultural activities for tool of differentiation over many firms. Many firms used the customer's experience to new marketing strategy in order to effectively respond to competitive market. Accordingly, it is emerging rapidly that the necessity of personalized service to provide a new experience for people based on the personal profile information that contains the characteristics of the individual. Like this, personalized service using customer's individual profile information such as language, symbols, behavior, and emotions is very important today. Through this, we will be able to judge interaction between people and content and to maximize customer's experience and satisfaction. There are various relative works provide customer-centered service. Specially, emotion recognition research is emerging recently. Existing researches experienced emotion recognition using mostly bio-signal. Most of researches are voice and face studies that have great emotional changes. However, there are several difficulties to predict people's emotion caused by limitation of equipment and service environments. So, in this paper, we develop emotion prediction model based on vision-based interface to overcome existing limitations. Emotion recognition research based on people's gesture and posture has been processed by several researchers. This paper developed a model that recognizes people's emotional states through body gesture and posture using difference image method. And we found optimization validation model for four kinds of emotions' prediction. A proposed model purposed to automatically determine and predict 4 human emotions (Sadness, Surprise, Joy, and Disgust). To build up the model, event booth was installed in the KOCCA's lobby and we provided some proper stimulative movie to collect their body gesture and posture as the change of emotions. And then, we extracted body movements using difference image method. And we revised people data to build proposed model through neural network. The proposed model for emotion prediction used 3 type time-frame sets (20 frames, 30 frames, and 40 frames). And then, we adopted the model which has best performance compared with other models.' Before build three kinds of models, the entire 97 data set were divided into three data sets of learning, test, and validation set. The proposed model for emotion prediction was constructed using artificial neural network. In this paper, we used the back-propagation algorithm as a learning method, and set learning rate to 10%, momentum rate to 10%. The sigmoid function was used as the transform function. And we designed a three-layer perceptron neural network with one hidden layer and four output nodes. Based on the test data set, the learning for this research model was stopped when it reaches 50000 after reaching the minimum error in order to explore the point of learning. We finally processed each model's accuracy and found best model to predict each emotions. The result showed prediction accuracy 100% from sadness, and 96% from joy prediction in 20 frames set model. And 88% from surprise, and 98% from disgust in 30 frames set model. The findings of our research are expected to be useful to provide effective algorithm for personalized service in various industries such as advertisement, exhibition, performance, etc.

An Analysis on the Personality and Relation according to he Blood Types of Characters in the Comics (만화 <나루토> 속 캐릭터의 혈액형에 따른 성격과 관계 분석)

  • Park, Keong-Cheol
    • Cartoon and Animation Studies
    • /
    • s.39
    • /
    • pp.233-259
    • /
    • 2015
  • Comics is a medium that characters lead a story as words are combined with pictures. Despite characters are simple and exaggerated fictive ones, readers empathize with personality of the character through outer appearance of face and clothes, expression, behavior lines etc. Personality of a character is established by the author or story writer of the comics. Basically, established personality must be maintained through the comics without being broken. To establish personality of a character, understanding of human personality is important. One method for the foregoing is to refer to the framework used for analyzing human personality. As for personality type by blood type, it is considered that there is a specific type of personality according to blood type, and human personality is analyzed by four blood types of A, B, AB and O. Personality type by blood type is convenient to access in the way that it is easy and simple without complexity. The process of establishing personality of a character may be easier by referring to the personality according to blood type. Kishimoto Masashi, the author of the comics is establishing blood types for each character. This study aims to analyze personality depending on the blood types and relations according to blood types among of main and surrounding characters appearing in . As for research methods, this study, first, analyzed how blood type is related to personality in 'the relation between blood type and personality'. Second, this study analyzed blood type and personality in 'personality by blood type of characters in comics '. Third, in the 'personality and relations according to the blood types of characters in the comics ', this study analyzed personality and relations according to the blood type by using a 'caring relationship' which is a like-minded relation according to the blood type. Relations that this study analyzed include '1) Relation between team manager and team member in a team Naruto is belonging', '2) Naruto's eternal triangle and family relations', '3) Naruto's teacher-pupil relations and team manager relation', '4) Main rivalries in ' and '5) change in Naruto and Sasuke's relationship from adversarial to cooperator relationship'. From the relations according to blood types between personality and character established by the author, it is possible to infer that the author referred to the personality of each blood type. Like this, establishing personality of characters and making relations among characters based on the personality type by blood type may be one of useful methods for creating a story.

Suggestions for Using Historical and Cultural Resources in Uiseong : Focusing on the Gilt-bronze Crown and the Earthenware of Jomunguk (의성 지역 역사문화자원 활용을 위한 제안 : 조문국 금동관과 토기를 중심으로)

  • Lee, Eunjoo;Kim, Migyung;Kim, Youngsun
    • 지역과문화
    • /
    • v.6 no.3
    • /
    • pp.79-105
    • /
    • 2019
  • In the Geumseongsan Tumulus of the Uiseong area where the Jomunguk was existed in the Three Han Period, many relics such as metal craft ornaments and Uiseong-style earthernware were excavated. However, it is hard to find cases where the excavated relics were used to develop cultural products. In this study, symbolic relics which can express the culture of Uiseong Jomunguk were selected from excavated relics. Then, the basic design that can be applied to various cultural products were derived from symbolic relics. In order to select symbolic relics, the formative characteristics of the metal craft relics excavated from the Tablili Tumulus and the Dali Tumulus were examined. As a result, a gilt-bronze crown excavated from the Tablili Tumulus was selected as a symbolic relics. And then the basic desin was derived from the gilt-bronze crown. The basic design is expressed in the form of birds based on the bird's feather shape at the edge of the standing ornaments and the record of the Bongdae(鳳臺), the phoenix's habitat. And the application design that changed the expression of the birds' face was presented. The earthenware excavated from the Uiseong area was designed as a soil pot and applied various indoor air purification plants. The result of this study, which reinterprets and reconstructs the historical and cultural resources of the region in accordance with the modern sense, can be used as useful data for the development of cultural products of Jomunguk. Furthermore, if the design derived from the Jomunguk relics is used as a representative symbol of the area, it will be possible to derive an image of a differentiated region from other regions. Finally, it is expected that the result of this study will be a chance to re-evaluate the value of the historical and cultural resources in the region.